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Question by
Dreoh · Apr 05, 2012 at 03:09 AM ·
transformplayerjumpplatformer
Dynamic jump?
I've been trying to figure out how to change the community 2d platformer controller script to make it so that when the player jumps while standing still, they are allowed to move left and right still.
currently with the given script, if the player was to jump standing still, they would be stuck along the y-axis, and can change rotation, but not position along the x-axis.
// Does this script currently respond to Input?
var canControl = true;
// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints.
var spawnPoint : Transform;
class PlatformerControllerMovement {
// The speed when walking
var walkSpeed = 3.0;
// when pressing "Fire1" button (control) we start running
var runSpeed = 10.0;
var inAirControlAcceleration = 1.0;
// The gravity for the character
var gravity = 60.0;
var maxFallSpeed = 20.0;
// How fast does the character change speeds? Higher is faster.
var speedSmoothing = 5.0;
// This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
var rotationSmoothing = 10.0;
// The current move direction in x-y. This will always been (1,0,0) or (-1,0,0)
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var direction = Vector3.zero;
// The current vertical speed
@System.NonSerialized
var verticalSpeed = 0.0;
// The current movement speed. This gets smoothed by speedSmoothing.
@System.NonSerialized
var speed = 0.0;
// Is the user pressing the left or right movement keys?
@System.NonSerialized
var isMoving = false;
// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags;
// We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
@System.NonSerialized
var velocity : Vector3;
// This keeps track of our current velocity while we're not grounded?
@System.NonSerialized
var inAirVelocity = Vector3.zero;
// This will keep track of how long we have we been in the air (not grounded)
@System.NonSerialized
var hangTime = 0.0;
}
var movement : PlatformerControllerMovement;
// We will contain all the jumping related variables in one helper class for clarity.
class PlatformerControllerJumping {
// Can the character jump?
var enabled = true;
// Can the character double jump?
var doubleenabled = true;
// How high do we jump when pressing jump and letting go immediately
var height = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight = 4.1;
// This prevents inordinarily too quick jumping
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var repeatTime = 0.05;
@System.NonSerialized
var timeout = 0.15;
// Are we jumping? (Initiated with jump button and not grounded yet)
@System.NonSerialized
var jumping = false;
@System.NonSerialized
var reachedApex = false;
// Last time the jump button was clicked down
@System.NonSerialized
var lastButtonTime = -10.0;
// Last time we performed a jump
@System.NonSerialized
var lastTime = -1.0;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartHeight = 0.0;
}
var jump : PlatformerControllerJumping;
private var controller : CharacterController;
//if the character has double jumped
private var doublejump: boolean;
// Moving platform support.
private var activePlatform : Transform;
private var activeLocalPlatformPoint : Vector3;
private var activeGlobalPlatformPoint : Vector3;
private var lastPlatformVelocity : Vector3;
// This is used to keep track of special effects in UpdateEffects ();
private var areEmittersOn = false;
private var jumpPressed = false;
function Awake () {
movement.direction = transform.TransformDirection (Vector3.forward);
controller = GetComponent (CharacterController);
Spawn ();
}
function Spawn () {
// reset the character's speed
movement.verticalSpeed = 0.0;
movement.speed = 0.0;
// reset the character's position to the spawnPoint
transform.position = spawnPoint.position;
}
function OnDeath () {
Spawn ();
}
function UpdateSmoothedMovementDirection () {
var h = Input.GetAxisRaw ("Horizontal");
if (!canControl)
h = 0.0;
movement.isMoving = Mathf.Abs (h) > 0.1;
if (movement.isMoving)
movement.direction = Vector3 (h, 0, 0);
// Grounded controls
if (controller.isGrounded) {
// Smooth the speed based on the current target direction
var curSmooth = movement.speedSmoothing * Time.deltaTime;
// Choose target speed
var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
// Pick speed modifier
if(!movement.isMoving){
animation.Play("idle");
}else{
if (Input.GetButton ("Run") && canControl){
animation.Play("run");
targetSpeed *= movement.runSpeed;
}else{
animation.Play("walk");
targetSpeed *= movement.walkSpeed;
}
}
movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
movement.hangTime = 0.0;
}
else {
// In air controls
movement.hangTime += Time.deltaTime;
if (movement.isMoving){
if(h == 0)
movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
}
}
}
function FixedUpdate () {
// Make sure we are absolutely always in the 2D plane.
transform.position.z = 0;
}
function ApplyJumping () {
/*// Prevent jumping too fast after each other
if (jump.lastTime + jump.repeatTime > Time.time)
return;
*/
if (controller.isGrounded) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if ((jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) && jump.lastTime + jump.repeatTime <= Time.time) {
movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
movement.inAirVelocity = lastPlatformVelocity;
doublejump = false;
SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
}
} else if((jump.doubleenabled && doublejump != true)&& jumpPressed&& (jump.lastTime + jump.repeatTime * 0.9 <= Time.time )){
movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
jump.lastStartHeight = transform.position.y;
movement.inAirVelocity = lastPlatformVelocity;
doublejump = true;
SendMessage ("DidDoubleJump", SendMessageOptions.DontRequireReceiver);
}
jumpPressed = false;
}
function ApplyGravity () {
// Apply gravity
var jumpButton = Input.GetButton ("Jump");
if (!canControl)
jumpButton = false;
// When we reach the apex of the jump we send out a message
if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {
jump.reachedApex = true;
SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
// * When jumping up we don't apply gravity for some time when the user is holding the jump button
// This gives more control over jump height by pressing the button longer
var extraPowerJump = jump.jumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();
if (extraPowerJump)
return;
else if (controller.isGrounded)
movement.verticalSpeed = -movement.gravity * Time.deltaTime;
else
movement.verticalSpeed -= movement.gravity * Time.deltaTime;
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);
}
function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}
function DidJump () {
jump.jumping = true;
jump.reachedApex = false;
jump.lastTime = Time.time;
jump.lastStartHeight = transform.position.y;
jump.lastButtonTime = -10;
}
function UpdateEffects () {
wereEmittersOn = areEmittersOn;
areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;
// By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
if (wereEmittersOn != areEmittersOn) {
for (var emitter in GetComponentsInChildren (ParticleEmitter)) {
emitter.emit = areEmittersOn;
}
}
}
function Update () {
if (Input.GetButtonDown ("Jump") && canControl) {
jump.lastButtonTime = Time.time;
jumpPressed = true;
}
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
ApplyGravity ();
// Apply jumping logic
ApplyJumping ();
// Moving platform support
if (activePlatform != null) {
var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
transform.position = transform.position + moveDistance;
lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
} else {
lastPlatformVelocity = Vector3.zero;
}
activePlatform = null;
// Save lastPosition for velocity calculation.
lastPosition = transform.position;
// Calculate actual motion
var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
currentMovementOffset *= Time.deltaTime;
// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
movement.velocity = (transform.position - lastPosition) / Time.deltaTime;
// Moving platforms support
if (activePlatform != null) {
activeGlobalPlatformPoint = transform.position;
activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
}
// Set rotation to the move direction
if (movement.direction.sqrMagnitude > 0.01)
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);
// We are in jump mode but just became grounded
if (controller.isGrounded) {
movement.inAirVelocity = Vector3.zero;
if (jump.jumping) {
jump.jumping = false;
SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);
var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
if (jumpMoveDirection.sqrMagnitude > 0.01)
movement.direction = jumpMoveDirection.normalized;
}
}
// Update special effects like rocket pack particle effects
UpdateEffects ();
}
function OnControllerColliderHit (hit : ControllerColliderHit)
{
if (hit.moveDirection.y > 0.01)
return;
// Make sure we are really standing on a straight platform
// Not on the underside of one and not falling down from it either!
if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) {
activePlatform = hit.collider.transform;
}
}
// Various helper functions below:
function GetSpeed () {
return movement.speed;
}
function GetVelocity () {
return movement.velocity;
}
function IsMoving () {
return movement.isMoving;
}
function IsJumping () {
return jump.jumping;
}
function IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}
function GetDirection () {
return movement.direction;
}
function GetHangTime() {
return movement.hangTime;
}
function Reset () {
gameObject.tag = "Player";
}
function SetControllable (controllable : boolean) {
canControl = controllable;
}
// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("2D Platformer/Platformer Controller")
Comment
Does nobody understand what I mean? or is the post too long lol?
I got 32 views on this and no answers :(
I figured I wasn't the first person to want this though :/
Best Answer
Answer by Aydan · Apr 10, 2012 at 01:30 AM
Try removing the if(controller.isGrounded)
if (controller.isGrounded) {
// Smooth the speed based on the current target direction
var curSmooth = movement.speedSmoothing * Time.deltaTime;
// Choose target speed
var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
// Pick speed modifier
if(!movement.isMoving){
animation.Play("idle");
}else{
if (Input.GetButton ("Run") && canControl){
animation.Play("run");
targetSpeed *= movement.runSpeed;
}else{
animation.Play("walk");
targetSpeed *= movement.walkSpeed;
}
}
movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
movement.hangTime = 0.0;
}
Worked like a charm thank you!!
I don't see any apparent downsides to this change, do you think there would be one?